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Recovering visibility and dodging obstacles in pursuit-evasion games

机译:在躲避追捕游戏中恢复知名度并躲避障碍

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Pursuit-evasion games encompass a wide range of planning problems with a variety of constraints on the motion of agents. We study the visibility-based variant where a pursuer is required to keep an evader in sight, while the evader is assumed to attempt to hide as soon as possible. This is particularly relevant in the context of video games where non-player characters of varying skill levels frequently chase after and attack the player. In this paper, we show that a simple dual formulation of the problem can be integrated into the traditional model to derive optimal strategies that tolerate interruptions in visibility resulting from motion among obstacles. Furthermore, using the enhanced model we propose a competitive procedure to maintain the optimal strategies in a dynamic environment where obstacles can change both shape and location. We prove the correctness of our algorithms and present results for different maps.
机译:追求逃避游戏包括对代理运动的各种限制的各种规划问题。我们研究了基于可见的变体,需要追捕员在视线中保持避难所,而逃避者则试图尽快隐藏。这在视频游戏的背景上特别相关,其中不熟悉的技能水平的非玩家特征经常追逐并攻击玩家。在本文中,我们表明,可以将问题的简单双重制定能够集成到传统模型中,以导出容忍障碍物之间的运动导致的可见性中断的最佳策略。此外,使用增强型模型,我们提出了竞争程序,以维持在动态环境中的最佳策略,其中障碍物可以改变形状和位置。我们证明了我们算法的正确性,并对不同的地图提供了结果。

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